It's a command grab! You can also combo into it! Hard to say if it can grab people in blockstun, since blockstun barely exists in this game. If it connects, the opponent gets their photo taken, which (somehow) deals a small amount of damage to them and causes them to fall to the ground. Useful combo extension, as well as a good way to catch people off-guard in neutral.Ĭamera : Fourze reaches out to the opponent with his grab animation. Net : Fourze does a flipkick and causes an energy net to fall from the sky and catch the opponent no matter where they are! Is blockable, but can be combo'd into even on airborne opponent, causing a restand and allowing you to follow up with a grounded combo. Hand : Reaches out with an extendo-arm from his foot and slams the opponent into the ground. Useful for some combo extensions (particularly his CT loop), but also functions as a very strong wakeup meaty, as it does a significant amount of guard damage. Using Scoop while the opponent is trapped will cause a regular knockdown. Scoop : throws a whole bunch of dirt at the opponent, causing them to be trapped on hit.
Is completely unblockable, and one of the few attacks in the game that causes a truly untechable knockdown! Magic Hand : reaches out with an extendo-arm and throws the opponent up into the air. Luckily, we've got a list of the best custom Astroswitches for you to choose from! *It is unknown how many other combinations of Astroswitches allow for varied effectsįourze has a lot of custom Astroswitches to choose from, and it can be a little confusing trying to pick a set. Becomes active very quickly so can be useful to mash in blockstrings. Radar: Is actually a counter! While Fourze is holding out the radar, any attack that makes contact with him will automatically cause him to sidestep, escaping his opponent's pressure. Normally spreads out as it travels further, but when equipped alongside the Radar Switch*, rockets will home in towards opponent.ĭrill: Fourze comes down on the opponent with a Rider Kick using the Drill switch. Launcher: Fires a barrage of miniature rockets towards the opponent.
Upon contact, Fourze will slam the opponent into the ground for a knockdown. Rocket: Charges the opponent with his rocket arm. For the purposes of this guide, only Elek States will be discussed, as it is the most viable of Fourze's alternate forms in Form Change.įirst, the base four Astroswitches and their effects. He is able to take a custom loadout of four Astroswitches on top of his base four, allowing for a total of eight Astroswitches, which can be interchanged throughout the battle.įourze can also choose to trade custom Astroswitch loadouts for extra forms, namely Elek States and Fire States.
Fourze's Astroswitches determine his special moves.īy default, the four Astroswitches Fourze can use are Rocket, Launcher, Drill and Radar.